Source code for bascenev1lib.game.race

# Released under the MIT License. See LICENSE for details.
#
"""Defines Race mini-game."""

# ba_meta require api 9
# (see https://ballistica.net/wiki/meta-tag-system)

from __future__ import annotations

import random
import logging
from typing import TYPE_CHECKING, override
from dataclasses import dataclass

import bascenev1 as bs

from bascenev1lib.actor.bomb import Bomb
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.gameutils import SharedObjects

if TYPE_CHECKING:
    from typing import Any, Sequence

    from bascenev1lib.actor.onscreentimer import OnScreenTimer


[docs] @dataclass class RaceMine: """Holds info about a mine on the track.""" point: Sequence[float] mine: Bomb | None
[docs] class RaceRegion(bs.Actor): """Region used to track progress during a race.""" def __init__(self, pt: Sequence[float], index: int): super().__init__() activity = self.activity assert isinstance(activity, RaceGame) self.pos = pt self.index = index self.node = bs.newnode( 'region', delegate=self, attrs={ 'position': pt[:3], 'scale': (pt[3] * 2.0, pt[4] * 2.0, pt[5] * 2.0), 'type': 'box', 'materials': [activity.race_region_material], }, )
[docs] class Player(bs.Player['Team']): """Our player type for this game.""" def __init__(self) -> None: self.distance_txt: bs.Node | None = None self.last_region = 0 self.lap = 0 self.distance = 0.0 self.finished = False self.rank: int | None = None
[docs] class Team(bs.Team[Player]): """Our team type for this game.""" def __init__(self) -> None: self.time: float | None = None self.lap = 0 self.finished = False
# ba_meta export bascenev1.GameActivity
[docs] class RaceGame(bs.TeamGameActivity[Player, Team]): """Game of racing around a track.""" name = 'Race' description = 'Run real fast!' scoreconfig = bs.ScoreConfig( label='Time', lower_is_better=True, scoretype=bs.ScoreType.MILLISECONDS )
[docs] @override @classmethod def get_available_settings( cls, sessiontype: type[bs.Session] ) -> list[bs.Setting]: settings = [ bs.IntSetting('Laps', min_value=1, default=3, increment=1), bs.IntChoiceSetting( 'Time Limit', default=0, choices=[ ('None', 0), ('1 Minute', 60), ('2 Minutes', 120), ('5 Minutes', 300), ('10 Minutes', 600), ('20 Minutes', 1200), ], ), bs.IntChoiceSetting( 'Mine Spawning', default=4000, choices=[ ('No Mines', 0), ('8 Seconds', 8000), ('4 Seconds', 4000), ('2 Seconds', 2000), ], ), bs.IntChoiceSetting( 'Bomb Spawning', choices=[ ('None', 0), ('8 Seconds', 8000), ('4 Seconds', 4000), ('2 Seconds', 2000), ('1 Second', 1000), ], default=2000, ), bs.BoolSetting('Epic Mode', default=False), ] # We have some specific settings in teams mode. if issubclass(sessiontype, bs.DualTeamSession): settings.append( bs.BoolSetting('Entire Team Must Finish', default=False) ) return settings
[docs] @override @classmethod def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool: return issubclass(sessiontype, bs.MultiTeamSession)
[docs] @override @classmethod def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]: assert bs.app.classic is not None return bs.app.classic.getmaps('race')
def __init__(self, settings: dict): self._race_started = False super().__init__(settings) self._scoreboard = Scoreboard() self._score_sound = bs.getsound('score') self._swipsound = bs.getsound('swip') self._last_team_time: float | None = None self._front_race_region: int | None = None self._nub_tex = bs.gettexture('nub') self._beep_1_sound = bs.getsound('raceBeep1') self._beep_2_sound = bs.getsound('raceBeep2') self.race_region_material: bs.Material | None = None self._regions: list[RaceRegion] = [] self._team_finish_pts: int | None = None self._time_text: bs.Actor | None = None self._timer: OnScreenTimer | None = None self._race_mines: list[RaceMine] | None = None self._race_mine_timer: bs.Timer | None = None self._scoreboard_timer: bs.Timer | None = None self._player_order_update_timer: bs.Timer | None = None self._start_lights: list[bs.Node] | None = None self._bomb_spawn_timer: bs.Timer | None = None self._laps = int(settings['Laps']) self._entire_team_must_finish = bool( settings.get('Entire Team Must Finish', False) ) self._time_limit = float(settings['Time Limit']) self._mine_spawning = int(settings['Mine Spawning']) self._bomb_spawning = int(settings['Bomb Spawning']) self._epic_mode = bool(settings['Epic Mode']) # Base class overrides. self.slow_motion = self._epic_mode self.default_music = ( bs.MusicType.EPIC_RACE if self._epic_mode else bs.MusicType.RACE )
[docs] @override def get_instance_description(self) -> str | Sequence: if ( isinstance(self.session, bs.DualTeamSession) and self._entire_team_must_finish ): t_str = ' Your entire team has to finish.' else: t_str = '' if self._laps > 1: return 'Run ${ARG1} laps.' + t_str, self._laps return 'Run 1 lap.' + t_str
[docs] @override def get_instance_description_short(self) -> str | Sequence: if self._laps > 1: return 'run ${ARG1} laps', self._laps return 'run 1 lap'
[docs] @override def on_transition_in(self) -> None: super().on_transition_in() shared = SharedObjects.get() pts = self.map.get_def_points('race_point') mat = self.race_region_material = bs.Material() mat.add_actions( conditions=('they_have_material', shared.player_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', False), ('call', 'at_connect', self._handle_race_point_collide), ), ) for rpt in pts: self._regions.append(RaceRegion(rpt, len(self._regions)))
def _flash_player(self, player: Player, scale: float) -> None: assert isinstance(player.actor, PlayerSpaz) assert player.actor.node pos = player.actor.node.position light = bs.newnode( 'light', attrs={ 'position': pos, 'color': (1, 1, 0), 'height_attenuated': False, 'radius': 0.4, }, ) bs.timer(0.5, light.delete) bs.animate(light, 'intensity', {0: 0, 0.1: 1.0 * scale, 0.5: 0}) def _handle_race_point_collide(self) -> None: # FIXME: Tidy this up. # pylint: disable=too-many-statements # pylint: disable=too-many-branches # pylint: disable=too-many-nested-blocks collision = bs.getcollision() try: region = collision.sourcenode.getdelegate(RaceRegion, True) spaz = collision.opposingnode.getdelegate(PlayerSpaz, True) except bs.NotFoundError: return if not spaz.is_alive(): return try: player = spaz.getplayer(Player, True) except bs.NotFoundError: return last_region = player.last_region this_region = region.index if last_region != this_region: # If a player tries to skip regions, smite them. # Allow a one region leeway though (its plausible players can get # blown over a region, etc). if this_region > last_region + 2: if player.is_alive(): assert player.actor player.actor.handlemessage(bs.DieMessage()) bs.broadcastmessage( bs.Lstr( translate=( 'statements', 'Killing ${NAME} for' ' skipping part of the track!', ), subs=[('${NAME}', player.getname(full=True))], ), color=(1, 0, 0), ) else: # If this player is in first, note that this is the # front-most race-point. if player.rank == 0: self._front_race_region = this_region player.last_region = this_region if last_region >= len(self._regions) - 2 and this_region == 0: team = player.team player.lap = min(self._laps, player.lap + 1) # In teams mode with all-must-finish on, the team lap # value is the min of all team players. # Otherwise its the max. if ( isinstance(self.session, bs.DualTeamSession) and self._entire_team_must_finish ): team.lap = min(p.lap for p in team.players) else: team.lap = max(p.lap for p in team.players) # A player is finishing. if player.lap == self._laps: # In teams mode, hand out points based on the order # players come in. if isinstance(self.session, bs.DualTeamSession): assert self._team_finish_pts is not None if self._team_finish_pts > 0: self.stats.player_scored( player, self._team_finish_pts, screenmessage=False, ) self._team_finish_pts -= 25 # Flash where the player is. self._flash_player(player, 1.0) player.finished = True assert player.actor player.actor.handlemessage( bs.DieMessage(immediate=True) ) # Makes sure noone behind them passes them in rank # while finishing. player.distance = 9999.0 # If the whole team has finished the race. if team.lap == self._laps: self._score_sound.play() player.team.finished = True assert self._timer is not None elapsed = bs.time() - self._timer.getstarttime() self._last_team_time = player.team.time = elapsed self._check_end_game() # Team has yet to finish. else: self._swipsound.play() # They've just finished a lap but not the race. else: self._swipsound.play() self._flash_player(player, 0.3) # Print their lap number over their head. try: assert isinstance(player.actor, PlayerSpaz) mathnode = bs.newnode( 'math', owner=player.actor.node, attrs={ 'input1': (0, 1.9, 0), 'operation': 'add', }, ) player.actor.node.connectattr( 'torso_position', mathnode, 'input2' ) tstr = bs.Lstr( resource='lapNumberText', subs=[ ('${CURRENT}', str(player.lap + 1)), ('${TOTAL}', str(self._laps)), ], ) txtnode = bs.newnode( 'text', owner=mathnode, attrs={ 'text': tstr, 'in_world': True, 'color': (1, 1, 0, 1), 'scale': 0.015, 'h_align': 'center', }, ) mathnode.connectattr('output', txtnode, 'position') bs.animate( txtnode, 'scale', {0.0: 0, 0.2: 0.019, 2.0: 0.019, 2.2: 0}, ) bs.timer(2.3, mathnode.delete) except Exception: logging.exception('Error printing lap.')
[docs] @override def on_team_join(self, team: Team) -> None: self._update_scoreboard()
[docs] @override def on_player_leave(self, player: Player) -> None: super().on_player_leave(player) # A player leaving disqualifies the team if 'Entire Team Must Finish' # is on (otherwise in teams mode everyone could just leave except the # leading player to win). if ( isinstance(self.session, bs.DualTeamSession) and self._entire_team_must_finish ): bs.broadcastmessage( bs.Lstr( translate=( 'statements', '${TEAM} is disqualified because ${PLAYER} left', ), subs=[ ('${TEAM}', player.team.name), ('${PLAYER}', player.getname(full=True)), ], ), color=(1, 1, 0), ) player.team.finished = True player.team.time = None player.team.lap = 0 bs.getsound('boo').play() for otherplayer in player.team.players: otherplayer.lap = 0 otherplayer.finished = True try: if otherplayer.actor is not None: otherplayer.actor.handlemessage(bs.DieMessage()) except Exception: logging.exception('Error sending DieMessage.') # Defer so team/player lists will be updated. bs.pushcall(self._check_end_game)
def _update_scoreboard(self) -> None: for team in self.teams: distances = [player.distance for player in team.players] if not distances: teams_dist = 0.0 else: if ( isinstance(self.session, bs.DualTeamSession) and self._entire_team_must_finish ): teams_dist = min(distances) else: teams_dist = max(distances) self._scoreboard.set_team_value( team, teams_dist, self._laps, flash=(teams_dist >= float(self._laps)), show_value=False, )
[docs] @override def on_begin(self) -> None: from bascenev1lib.actor.onscreentimer import OnScreenTimer super().on_begin() self.setup_standard_time_limit(self._time_limit) self.setup_standard_powerup_drops() self._team_finish_pts = 100 # Throw a timer up on-screen. self._time_text = bs.NodeActor( bs.newnode( 'text', attrs={ 'v_attach': 'top', 'h_attach': 'center', 'h_align': 'center', 'color': (1, 1, 0.5, 1), 'flatness': 0.5, 'shadow': 0.5, 'position': (0, -50), 'scale': 1.4, 'text': '', }, ) ) self._timer = OnScreenTimer() if self._mine_spawning != 0: self._race_mines = [ RaceMine(point=p, mine=None) for p in self.map.get_def_points('race_mine') ] if self._race_mines: self._race_mine_timer = bs.Timer( 0.001 * self._mine_spawning, self._update_race_mine, repeat=True, ) self._scoreboard_timer = bs.Timer( 0.25, self._update_scoreboard, repeat=True ) self._player_order_update_timer = bs.Timer( 0.25, self._update_player_order, repeat=True ) if self.slow_motion: t_scale = 0.4 light_y = 50 else: t_scale = 1.0 light_y = 150 lstart = 7.1 * t_scale inc = 1.25 * t_scale bs.timer(lstart, self._do_light_1) bs.timer(lstart + inc, self._do_light_2) bs.timer(lstart + 2 * inc, self._do_light_3) bs.timer(lstart + 3 * inc, self._start_race) self._start_lights = [] for i in range(4): lnub = bs.newnode( 'image', attrs={ 'texture': bs.gettexture('nub'), 'opacity': 1.0, 'absolute_scale': True, 'position': (-75 + i * 50, light_y), 'scale': (50, 50), 'attach': 'center', }, ) bs.animate( lnub, 'opacity', { 4.0 * t_scale: 0, 5.0 * t_scale: 1.0, 12.0 * t_scale: 1.0, 12.5 * t_scale: 0.0, }, ) bs.timer(13.0 * t_scale, lnub.delete) self._start_lights.append(lnub) self._start_lights[0].color = (0.2, 0, 0) self._start_lights[1].color = (0.2, 0, 0) self._start_lights[2].color = (0.2, 0.05, 0) self._start_lights[3].color = (0.0, 0.3, 0)
def _do_light_1(self) -> None: assert self._start_lights is not None self._start_lights[0].color = (1.0, 0, 0) self._beep_1_sound.play() def _do_light_2(self) -> None: assert self._start_lights is not None self._start_lights[1].color = (1.0, 0, 0) self._beep_1_sound.play() def _do_light_3(self) -> None: assert self._start_lights is not None self._start_lights[2].color = (1.0, 0.3, 0) self._beep_1_sound.play() def _start_race(self) -> None: assert self._start_lights is not None self._start_lights[3].color = (0.0, 1.0, 0) self._beep_2_sound.play() for player in self.players: if player.actor is not None: try: assert isinstance(player.actor, PlayerSpaz) player.actor.connect_controls_to_player() except Exception: logging.exception('Error in race player connects.') assert self._timer is not None self._timer.start() if self._bomb_spawning != 0: self._bomb_spawn_timer = bs.Timer( 0.001 * self._bomb_spawning, self._spawn_bomb, repeat=True ) self._race_started = True def _update_player_order(self) -> None: # Calc all player distances. for player in self.players: pos: bs.Vec3 | None try: pos = player.position except bs.NotFoundError: pos = None if pos is not None: r_index = player.last_region rg1 = self._regions[r_index] r1pt = bs.Vec3(rg1.pos[:3]) rg2 = ( self._regions[0] if r_index == len(self._regions) - 1 else self._regions[r_index + 1] ) r2pt = bs.Vec3(rg2.pos[:3]) r2dist = (pos - r2pt).length() amt = 1.0 - (r2dist / (r2pt - r1pt).length()) amt = player.lap + (r_index + amt) * (1.0 / len(self._regions)) player.distance = amt # Sort players by distance and update their ranks. p_list = [(player.distance, player) for player in self.players] p_list.sort(reverse=True, key=lambda x: x[0]) for i, plr in enumerate(p_list): plr[1].rank = i if plr[1].actor: node = plr[1].distance_txt if node: node.text = str(i + 1) if plr[1].is_alive() else '' def _spawn_bomb(self) -> None: if self._front_race_region is None: return region = (self._front_race_region + 3) % len(self._regions) pos = self._regions[region].pos # Don't use the full region so we're less likely to spawn off a cliff. region_scale = 0.8 x_range = ( (-0.5, 0.5) if pos[3] == 0 else (-region_scale * pos[3], region_scale * pos[3]) ) z_range = ( (-0.5, 0.5) if pos[5] == 0 else (-region_scale * pos[5], region_scale * pos[5]) ) pos = ( pos[0] + random.uniform(*x_range), pos[1] + 1.0, pos[2] + random.uniform(*z_range), ) bs.timer( random.uniform(0.0, 2.0), bs.WeakCall(self._spawn_bomb_at_pos, pos) ) def _spawn_bomb_at_pos(self, pos: Sequence[float]) -> None: if self.has_ended(): return Bomb(position=pos, bomb_type='normal').autoretain() def _make_mine(self, i: int) -> None: assert self._race_mines is not None rmine = self._race_mines[i] rmine.mine = Bomb(position=rmine.point[:3], bomb_type='land_mine') rmine.mine.arm() def _flash_mine(self, i: int) -> None: assert self._race_mines is not None rmine = self._race_mines[i] light = bs.newnode( 'light', attrs={ 'position': rmine.point[:3], 'color': (1, 0.2, 0.2), 'radius': 0.1, 'height_attenuated': False, }, ) bs.animate(light, 'intensity', {0.0: 0, 0.1: 1.0, 0.2: 0}, loop=True) bs.timer(1.0, light.delete) def _update_race_mine(self) -> None: assert self._race_mines is not None m_index = -1 rmine = None for _i in range(3): m_index = random.randrange(len(self._race_mines)) rmine = self._race_mines[m_index] if not rmine.mine: break assert rmine is not None if not rmine.mine: self._flash_mine(m_index) bs.timer(0.95, bs.Call(self._make_mine, m_index))
[docs] @override def spawn_player(self, player: Player) -> bs.Actor: if player.team.finished: # FIXME: This is not type-safe! # This call is expected to always return an Actor! # Perhaps we need something like can_spawn_player()... # noinspection PyTypeChecker return None # type: ignore pos = self._regions[player.last_region].pos # Don't use the full region so we're less likely to spawn off a cliff. region_scale = 0.8 x_range = ( (-0.5, 0.5) if pos[3] == 0 else (-region_scale * pos[3], region_scale * pos[3]) ) z_range = ( (-0.5, 0.5) if pos[5] == 0 else (-region_scale * pos[5], region_scale * pos[5]) ) pos = ( pos[0] + random.uniform(*x_range), pos[1], pos[2] + random.uniform(*z_range), ) spaz = self.spawn_player_spaz( player, position=pos, angle=90 if not self._race_started else None ) assert spaz.node # Prevent controlling of characters before the start of the race. if not self._race_started: spaz.disconnect_controls_from_player() mathnode = bs.newnode( 'math', owner=spaz.node, attrs={'input1': (0, 1.4, 0), 'operation': 'add'}, ) spaz.node.connectattr('torso_position', mathnode, 'input2') distance_txt = bs.newnode( 'text', owner=spaz.node, attrs={ 'text': '', 'in_world': True, 'color': (1, 1, 0.4), 'scale': 0.02, 'h_align': 'center', }, ) player.distance_txt = distance_txt mathnode.connectattr('output', distance_txt, 'position') return spaz
def _check_end_game(self) -> None: # If there's no teams left racing, finish. teams_still_in = len([t for t in self.teams if not t.finished]) if teams_still_in == 0: self.end_game() return # Count the number of teams that have completed the race. teams_completed = len( [t for t in self.teams if t.finished and t.time is not None] ) if teams_completed > 0: session = self.session # In teams mode its over as soon as any team finishes the race # FIXME: The get_ffa_point_awards code looks dangerous. if isinstance(session, bs.DualTeamSession): self.end_game() else: # In ffa we keep the race going while there's still any points # to be handed out. Find out how many points we have to award # and how many teams have finished, and once that matches # we're done. assert isinstance(session, bs.FreeForAllSession) points_to_award = len(session.get_ffa_point_awards()) if teams_completed >= points_to_award - teams_completed: self.end_game() return
[docs] @override def end_game(self) -> None: # Stop updating our time text, and set it to show the exact last # finish time if we have one. (so users don't get upset if their # final time differs from what they see onscreen by a tiny amount) assert self._timer is not None if self._timer.has_started(): self._timer.stop( endtime=( None if self._last_team_time is None else (self._timer.getstarttime() + self._last_team_time) ) ) results = bs.GameResults() for team in self.teams: if team.time is not None: # We store time in seconds, but pass a score in milliseconds. results.set_team_score(team, int(team.time * 1000.0)) else: results.set_team_score(team, None) # We don't announce a winner in ffa mode since its probably been a # while since the first place guy crossed the finish line so it seems # odd to be announcing that now. self.end( results=results, announce_winning_team=isinstance(self.session, bs.DualTeamSession), )
[docs] @override def handlemessage(self, msg: Any) -> Any: if isinstance(msg, bs.PlayerDiedMessage): # Augment default behavior. super().handlemessage(msg) player = msg.getplayer(Player) if not player.finished: self.respawn_player(player, respawn_time=1) else: super().handlemessage(msg)